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64 lines
1.1 KiB

Shader "Fog Volume/RT viewers/RT_FogVolume"
{
Properties{
[Toggle(RightEye)] _RightEye ("Right Eye?", Float) = 0
[hideininspector] _MainTex("Base", 2D) = "" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ RightEye
#include "UnityCG.cginc"
#define red float4(1, 0,0,1)
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D RT_FogVolume;
sampler2D RT_FogVolumeR;
float4 RT_FogVolume_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, RT_FogVolume);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = 0;
#ifdef RightEye
col = tex2D(RT_FogVolumeR, i.uv)/**red*/;
#else
col = tex2D(RT_FogVolume, i.uv)/**red*/;
#endif
return col;
}
ENDCG
}
}
}